I think you have beam lasers and pulse lasers reversed.

Yeah I just used the GURPs auto-fire rules for the PLs, and nerfed their damage and range a bit. :)

So when you group a bunch of PLs together the hit chance goes way up, and you might get many hits. 

Against swarms of small targets which are very close I then sprinkle the hits out randomly. 

Against a single targets you get many light, low pen hits. 

This actually means that with a good roll the PL can do more damage then the BL, but the vast majority of the damage will be absorbed by the armor. 

BLs do a lot more damage, and and have much better armor penetration. But they have a much lower fire rate, making hits less common. But they rip through adventurer class armor like butter. 

FG/PG are really short ranged and have excellent damage and poor armor pen. But the amount of damage they do means that they can melt through most armor and have enough left to do the job. 

Missiles are pretty deadly, one or two hits can wreck most adventurer class ships. 

So a common load out is 1 triple PL turret for defensive, high fire rate, and 2 BL + Missile for punch (or something like that). 

However, I have doubts about firing the pulse laser and the beam laser at separate targets in the same round. Or firing two lasers of the same type at different targets 

Totally agree. I never let folks operate more then a single battery in a turn. Battery defined as a single weapon type aimed at a single target or swarm. 



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On Jul 27, 2019, at 11:35 AM, Ethan McKinney <xxxxxx@gmail.com> wrote:

I think you have beam lasers and pulse lasers reversed.

However, I have doubts about firing the pulse laser and the beam laser at separate targets in the same round. Or firing two lasers of the same type at different targets ...

On Sat, Jul 27, 2019 at 10:53 AM Greg Nokes <xxxxxx@nokes.name> wrote:
Now we just need to figure out how to handle the jerk who sticks one beam laser and one pulse laser in the same turret!

Pulse lasers are defensive weapons IMTU, so BL PL Missile/Sand is common.   

PLs tend to be shorter range and better “to hit” due to higher ROF but beams have longer reach and more damage due to longer pauses between firing so the capacitors can charge more. 



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On Jul 27, 2019, at 10:04 AM, Ethan McKinney <xxxxxx@gmail.com> wrote:



On Sat, Jul 27, 2019 at 9:19 AM Thomas RUX <xxxxxx@comcast.net> wrote:


A. "HG2 page 29:On ships 1,000 tons and under mixed turrets (weapons of different types in the same turret) are allowed; in such cases, each weapon is a battery."


In a mixed dual turret or a mixed triple turret with three different weapons installed I agree that each weapon is a single battery as indicated in the requirements found on HG2. Unfortunately, I have disagreed with the requirement when two CT HG2 Beam Lasers have been installed in a mixed triple turret. A TL 7 to 12 Dual Beam Laser turret's UCP is 2, from TL 13 to 15 the UCP is 3, and at TL 16+ the UCP is 4.

This is an errata item, absolutely. The idea that you can have *more* laser batteries by sticking a sandcaster into a triple turret with two lasers is absurd. Errata the errata to read, " ... in such cases, the weapons of the same class in each turret are a battery."

Now we just need to figure out how to handle the jerk who sticks one beam laser and one pulse laser in the same turret!

Ethan

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